Richard Davey
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f3ad741614
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Merge pull request #2580 from monagames/ts-emitter-missing-prop
Added missing property (particleAnchor) to emitter typescript definitions
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2016-06-21 22:04:02 +01:00 |
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Richard Davey
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50434375a1
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Tidy up formatting for #2585
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2016-06-21 22:00:59 +01:00 |
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Richard Davey
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495cbb7c14
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Merge pull request #2585 from stoneman1/dev
Added file type mappings to accept headers.
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2016-06-21 21:56:36 +01:00 |
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Richard Davey
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b76c8397db
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Merge pull request #2583 from cryptographer/dev
Remove assignment to obsolete tileColor property
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2016-06-21 21:53:21 +01:00 |
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Stoneman1
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4861df4b66
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Added file type mappings to accept headers.
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2016-06-21 18:05:56 +03:00 |
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cryptographer
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9fdbb2d25d
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Remove assignment to obsolete tileColor property
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2016-06-20 22:29:05 -04:00 |
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Mike Headley
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48616c8854
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Replacing lost Group.getClosestTo documentation lines.
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2016-06-20 14:26:30 -07:00 |
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Mike Headley
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2e91588f87
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Refactored original getClosestTo and getFurthestFrom functions to include optional filter callback. Removed the getClosestToFilter and getFurthestFromFilter.
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2016-06-20 14:07:12 -07:00 |
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monagames
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b70eeeb3b1
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Missing property in emitter type definitions
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2016-06-20 21:35:28 +02:00 |
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monagames
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7b92abe5d5
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Added information on using typings in typescript/readme.md
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2016-06-20 17:43:36 +02:00 |
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photonstorm
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e39cd584bf
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The start of the PIXI re-documentation process. Time to remove the old YUIdoc syntax, and replace with JSDoc and more meaningful descriptions.
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2016-06-20 15:50:51 +01:00 |
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Mike Headley
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3ef8e5011b
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Revert "Clarified health property in component Health documentation that 'kill' will be called if it goes below zero."
This reverts commit 18ae3b1ddb .
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2016-06-20 07:38:01 -07:00 |
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photonstorm
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d119ffa539
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Removed PIXI.DisplayObject.prototype._renderWebGL and PIXI.DisplayObject.prototype._renderCanvas as both were only there for ancient jshint tests.
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2016-06-20 14:10:21 +01:00 |
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photonstorm
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bd30181a2a
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Docs update.
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2016-06-20 12:18:39 +01:00 |
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photonstorm
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2310e5dc6f
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Sound.volume was accidentally repeated twice in the source (thanks @LoneStranger #2569)
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2016-06-20 12:18:39 +01:00 |
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Richard Davey
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b0cb949b6c
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Merge pull request #2564 from gotenxds/dev
Added some data to image object types.
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2016-06-20 11:55:01 +01:00 |
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Richard Davey
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bc224c5af7
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Merge pull request #2579 from drhayes/dev
Reorder Weapon.onFire argument order in documentation.
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2016-06-20 11:35:21 +01:00 |
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Mike Headley
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18ae3b1ddb
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Clarified health property in component Health documentation that 'kill' will be called if it goes below zero.
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2016-06-19 22:36:27 -07:00 |
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David Hayes
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8f36b96c8a
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Reorder Weapon.onFire argument order in documentation.
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2016-06-19 20:39:51 -05:00 |
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Mike Headley
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ad0f31be8d
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Added Group.getClosestToFilter() and Group.getFurthestFromFilter()
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2016-06-19 10:45:35 -07:00 |
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monagames
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d28b0df855
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Testing typings field in package.json
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2016-06-19 18:50:05 +02:00 |
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Matthias Fuchs
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0d45251e98
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Fixed Animation.setFrame() for sprite index argument.
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2016-06-17 22:34:11 +02:00 |
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photonstorm
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697a2ae94e
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Fixed issue in Group.align where the cell wouldn't increase if rows was great than -1
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2016-06-17 15:28:39 +01:00 |
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Richard Davey
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effb975a25
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Preparing for 2.5.1 development.
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2016-06-17 13:11:48 +01:00 |
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Richard Davey
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af7cc12e81
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Merge remote-tracking branch 'origin/master' into dev
# Conflicts:
# README.md
# package.json
# src/Phaser.js
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2016-06-17 13:09:35 +01:00 |
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Richard Davey
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32326ae243
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Updated GitHub issue template.
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2016-06-17 13:06:18 +01:00 |
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Richard Davey
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a9976d2703
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Phaser 2.5.0 Release.
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2016-06-17 12:46:56 +01:00 |
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Richard Davey
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ee8131f27d
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Merge remote-tracking branch 'origin/master' into dev
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2016-06-17 11:53:14 +01:00 |
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Richard Davey
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43b4fd3caf
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Fixed defs (#2568) and added in Box2D defs.
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2016-06-17 11:52:46 +01:00 |
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photonstorm
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0316a2c6aa
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Merge remote-tracking branch 'origin/master' into dev
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2016-06-17 03:10:36 +01:00 |
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photonstorm
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3ef05fd163
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jshint fix.
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2016-06-17 03:10:06 +01:00 |
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photonstorm
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be0f50b23e
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Preparing for 2.4.10 development.
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2016-06-17 03:05:14 +01:00 |
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photonstorm
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694debe94b
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Rebuilt Phaser Comments TypeScript defs.
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2016-06-17 02:28:57 +01:00 |
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photonstorm
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47f0224a40
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Phaser 2.4.9 release.
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2016-06-17 01:11:24 +01:00 |
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photonstorm
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9dd745167c
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Docs fix.
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2016-06-16 17:18:49 +01:00 |
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photonstorm
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4da3b15ae2
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Renamed alignTo to alignIn, and added the new method alignTo, to allow for Sprite to Sprite alignment. Updated all of the Bounds and TS defs.
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2016-06-16 17:01:51 +01:00 |
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photonstorm
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5bcf84f5a4
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Added offsetX and offsetY arguments to Bounds.alignTo.
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2016-06-16 15:51:12 +01:00 |
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photonstorm
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966a9f8b47
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Docs update.
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2016-06-16 14:31:26 +01:00 |
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photonstorm
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3d626d22db
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Docs update.
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2016-06-16 14:13:37 +01:00 |
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photonstorm
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06ac2cf921
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Docs.
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2016-06-16 13:25:46 +01:00 |
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photonstorm
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963678b65b
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Docs update.
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2016-06-16 12:40:04 +01:00 |
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photonstorm
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964e2db7da
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Docs update.
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2016-06-16 12:33:09 +01:00 |
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photonstorm
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04237f88bd
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Readme update.
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2016-06-16 12:27:36 +01:00 |
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photonstorm
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5ca134d328
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Readme update.
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2016-06-16 12:22:42 +01:00 |
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photonstorm
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f64558c4ac
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Readme update.
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2016-06-16 12:14:27 +01:00 |
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Richard Davey
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e659083818
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Fixed jshint error.
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2016-06-16 02:51:44 +01:00 |
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Richard Davey
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853d770764
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Group.align is a new method that allows you to layout all the children of the Group in a grid formation. You can specify the dimensions of the grid, including the width, height and cell size. You can also control where children are positioned within each grid cell. The grid width and height values can also be set to -1, making them fluid, so the grid expands until all children are aligned. Finally an optional child index argument can be set. This is a great way to quickly and comprehensively align Group children, and has lots of use cases.
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2016-06-16 02:50:24 +01:00 |
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Richard Davey
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fc7a3934d2
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Group.align working.
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2016-06-16 02:28:49 +01:00 |
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Richard Davey
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ed8fbd9a6c
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All Game Objects with the Bounds component; which includes Sprites, Images, Text, BitmapText, TileSprites and anything that extend these, now have a new method alignTo . It allows you to align the Game Object to another Game Object, or a Rectangle. You can specify one of 9 positions which are the new constants: Phaser.TOP_LEFT , Phaser.TOP_CENTER and so on (see above for the complete list). The Game Objects are positioned based on their Bounds, which takes rotation, scaling and anchor into consideration. You can easily place Sprites into the corners or the screen or game world, or align them against other Sprites, using this method.
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2016-06-16 02:00:46 +01:00 |
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Richard Davey
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0efcf68b21
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The Game Object Bounds component has been updated to include two new properties: centerX and centerY . This means you can, for example, now get the horizontal center of a Sprite by called Sprite.centerX . These properties are also setters, so you can position the Game Objects, and it will take scale and anchor into consideration.
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2016-06-16 01:00:11 +01:00 |
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